Decompile overlay 1 (Part 3) (#95)

* ZeldaArrangeBinary OK

* ZeldaMapBinary 26%

* UnkStruct_SceneChange1 -> EntranceInfo

* cleanup EntranceInfo ctors

* fix regressions

* ZeldaMapBinary 47%

* fix regressions

* ZeldaMapBinary 73%

* ZeldaMapBinary 89%

* ZeldaMapBinary 99%
This commit is contained in:
Yanis
2026-07-01 04:09:04 +02:00
committed by GitHub
parent 6ea40b4493
commit 4074a603d2
76 changed files with 1924 additions and 643 deletions
@@ -99,7 +99,7 @@ MapObjectSwitchStep::MapObjectSwitchStep() :
}
MapObjectSwitchStep::~MapObjectSwitchStep() {
if (this->mUnk_20.mUnk_00[0] == 2) {
if (this->mUnk_20.mParams[0] == 2) {
this->func_ov000_0209e11c(0, 1);
this->func_ov000_0209d2c4(0, false);
}
@@ -118,7 +118,7 @@ bool MapObjectSwitchStep::vfunc_00(void) {
this->func_ov000_0209e11c(0, 1);
}
if (data_027e09a4->mUnk_00.mSceneIndex >= SceneIndex_battle01 && data_027e09a4->mUnk_00.mSceneIndex < SceneIndex_Max) {
if (data_027e09a4->mUnk_00.sceneIndex >= SceneIndex_battle01 && data_027e09a4->mUnk_00.sceneIndex < SceneIndex_Max) {
MapObjectSwitchStep_data_020b6118.func_ov000_0205fc20(0x78, 0x0C, NULL, NULL);
SET_FLAG(this->mFlags, MapObjFlag_5);
}
@@ -160,8 +160,8 @@ void MapObjectSwitchStep::func_ov000_0209e11c(unk32 param1, unk32 param2) {
this->mUnk_EA = 1;
}
if (this->mUnk_20.mUnk_00[0] == 2) {
this->mUnk_E6 = this->mUnk_20.mUnk_00[1];
if (this->mUnk_20.mParams[0] == 2) {
this->mUnk_E6 = this->mUnk_20.mParams[1];
this->mUnk_E4 = 0;
}
@@ -203,7 +203,7 @@ void MapObjectSwitchStep::vfunc_18(s8 *param1, s8 param2) {
return;
}
if (data_027e09a4->mUnk_00.mSceneIndex >= SceneIndex_battle01 && data_027e09a4->mUnk_00.mSceneIndex < SceneIndex_Max) {
if (data_027e09a4->mUnk_00.sceneIndex >= SceneIndex_battle01 && data_027e09a4->mUnk_00.sceneIndex < SceneIndex_Max) {
Vec2s sp10;
stack_struct sp8;
u32 sp4;